bkdull said:Leave it to Silver Dragon to take a simple idea and turn into a mathematics thesis.![]()
That doesn't nessarily invalidate my argument. We don't have to mess with assistant division/corps/army commanders, XO's or military staffs. We can replace a leader pretty much anytime, anywhere without penality (what about an org hit when reassigning commanders, like the rebasing penality?). So with Von Paulus, he would either suffer a penality for commanding too many battalions, or you would replace him with a different general. And I'm not sure I'd use the command bonus/penality outside of the division. I'd have the divisional commander assignable right on the template screen. I'd also add a "re-assign" button next to the "promote" button. Click on it and a generic general takes over and the "named" general goes back in the pool. I seem to have wandered off topic - back to the skill level debate! At best we are talking about a regiment sized bonus at skill level 5 (using your skill level 2 base). I'd also add battalions at each divisional signal tech and each HQ tech. I'm not sure which other techs I add one with. Ideas?
Why add battalions with increasing signal or HQ tech? What HQ techs are you referring to, btw? As for other techs, CORE does a good job with some of these, namely the ind inf tank battalion and ind hvy tank battalion, and I think that's the route to follow. I don't think there should be too many additional battalions added by research. We should be able to attach, say up to 4 battalions without penalty (other than the increased build cost) during constructiuon or as part of an upgrade, but outside of that, and possibly additions related to commander skill levels, tech and doctrine shouldn't really add much in the way of actual battalions. Instead, I think a lot of that can be abstracted in the stats and/or org increases.